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Sean Faust
Gallente Point of No Return Waterboard
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Posted - 2010.12.23 18:31:00 -
[1]
Edited by: Sean Faust on 23/12/2010 18:32:20
Originally by: Skex Relbore What a bunch crybaby bs.
Baiting is not a problem. Killmails are not a problem. Everything is working as intended.
PVP in EVE is a team sport.
The art of PVP is getting an enemy to engage you thinking that the terms of battle are favorable to them while in reality those terms are favorable to you.
Your argument would hold water if it weren't for the fact that there's an entire race of ships in the game designed almost exclusively around solo PVP. Think about Gallente ships with their high utility mids and active armor tanking bonuses. If you really want to push this belief that all PVP in EVE should be group PVP, then you should also propose changes to the entire Gallente ship lineup to make them more focused/pointed toward roles that benefit gangs and not so much around obvious solo PVP focus.
That being said, nothing in the game is more boring to me than making a plan and watching it unfold exactly as intended. Taking intel and planning to a point where it totally eliminates the risk associated with combat to me means taking away combat. If the outcome of a fight is already a foregone conclusion for either side, then I'd just rather not be involved. There's no thrill or excitement. The only thing that makes combat in EVE fun at all to me is having to make on-the-fly decisions mid-fight when things you didn't account for happen.
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Sean Faust
Gallente Point of No Return Waterboard
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Posted - 2010.12.23 20:19:00 -
[2]
Originally by: Skex Relbore
Originally by: Sean Faust
<snipped for brevity>
Where do you get this silly idea that Gal ships are built primarily for solo combat? They work much better in small gang settings. Mater are far better suited for solo play which is why most successful solo pilots fly Mater (or Angel stuff which are just juiced up Mater ships)
1. Gallente ships enjoy active tanking bonuses. And as everyone is aware, active fails in comparison to buffer in gang/fleet setups, but in 1v1 situations can be superior.
2. Gallente ships are based around close range weapon systems that require having to web and scram your target in order to apply your DPS.
3. Gallente ships have abundant mid slots for utility, which makes them very powerful when solo but is functionally meaningless in larger sized gangs where you're bringing more specialized ships to the field.
So basically what we have here are active armor tanked ships with enough utility slots to fit full tackle and then some extra nasty surprises for good measure, on top of having extremely close range weapon systems. The only possible situation where all of these traits can made to work to benefit you is when solo.
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Sean Faust
Gallente Point of No Return Waterboard
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Posted - 2010.12.23 20:38:00 -
[3]
Originally by: Skex Relbore
Originally by: Sean Faust Stuff
1. Actually active usually fails in solo work too. One neut and an active tank is pretty much done. The only real place an active tank serves much purpose is PVE. 2. Gal ships have a tendency to be slow and ponderous and hard to get into range of their damage envelope generally requiring a gang mate to get a point and provide a warp in to be used effectively.
3. As far as the abundance of mids go the only race that Gal tend to have more mids than are Amarr. So this argument is a nonstarter.
I stand by my assertion that Gal are better suited as a small gang race.
1. A Hyperion can, even with one heavy neut on it, effectively run a dual rep tank for a very long time with cap boosters.
2. This wasn't AS much of an issue before the web reduction to 60% webs.
3. The Minmatar and Caldari ships you're referring to that have more mids than Gallente ships are shield tankers that have to devote them to tank, so they can't even be compared.
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